Quote: "Kinda like in Evochron Renegades' shipyard, you mean?"
Yes, or any other game that uses modular customization. But, I intend to abuse the concept even greater than Maxis'
Spore.
Quote: "Just how far are you thinking of taking this idea? I mean, like how would you make a house?"
My goal is to employ modular construction for every visible entity in the game to include Terrain/Water, Structures, Props, Character/Monster, Armor, Weapons, Trees, Vehicles, Special Effects, etc. Building (Structures) construction could be comparable to that in FPS Creator, in which prefab sections are assembled together to create larger interiors.
Quote: "The downside is that you add complexity to all your projects. There may come a point where this complexity (which is another name for "extra code") could choke a CPU."
More complexity is True. However, I'm not sure how this construction method could choke a CPU, any more so than others. After all you reusing content, which in theory should provide some optimizations in load and run times.
IMO, Art asset generation is the most expensive aspect in 3D game production. I currently suck at it, thus, I desire to fully support user created content at every level of my MORG (Muliplayer Online Role-Playing Game). I aims to achieve this by placing emphasis on modelling smaller parts for entities -VS- modelling one large entity (ie: Monsters, etc). In theory, this should promote the rapid generation user made 3D Art Assets perhaps with even with greater detail.
You can practically breakdown every visible 3D entity into modular parts. In doing so, you can mix/match parts of the same type with different designs to produce a countless number of combinations. This method of construction just makes more sense in a MORG that requires a significant amount of content.
Quote: "I think the most promising aspect of multi-part models is the idea of being able to separate those parts with some violence!"
Agreed. Destruction can be even funner than creation! With 3D Component-Based Entities you can devise a system that allows the players target and destroy specific areas on characters, buildings, props, etc with different levels of damage impact.
In designing the 3D Component-Based Entity System, I'm seeking solutions to address: 1)Part Assembly Editor; 2)Creating seamless entities from interchangeable parts; 3)Enforcing Part Compatibility during assembly; 4)Definition File Format.